I've just began the Cirini Prime mission trying to defeat the D'deridex class ship that's blocking the opening the wall that surrounding the planet. I assume one of the answers lets you pass without confrontation, I happen to select the (LIE) option, well began a long battle trying to defeat the ship. I'm using my Sovereign class ship, it has MK8-10 of shields, weapons, engines, warp core the whole lot. But for some reason I just can't get the D'deridex class shields down enough before I get destroyed and that tracker beam is annoying. Its the same story for the Dyson Sphere part as well. Is there something I'm doing wrong or do I need to go to space dock and buy the best things I can get for my ship?
0
Comments
That said, a trip to the dock and the exchange to see if you can pick up any improved gear on the cheap is always good advice - Though I had precious little luck last time I looked, the only semi-decently priced gear was common/uncommon (white/green) quality, with anything beyond going for an arm and a leg.
Everything on the ship is set to automatic, so it'll take effect when the ship hits a certain point, because that worked when I took on the Romulan/Borg assimilated ships, assumed it would work on a normal Romulan ship. Yeah it still does that, fires all its weapons, I get ripped apart, my shields drop and I'm defenceless my weapons will only last so long, plus can't get away on full impulse either. Fire at Will has saved me a few times so not too sure why its deciding to now not play along now, got cannons installed as well, they work well.
I do make trips to and from space dock when I can, exchange stuff I don't need (including any low mk equipment) but the prices are expensive.
The problem might not be so much in the way of gear, but maybe what abilities your bridge officers have. Does your Science bridge officer have Polarize Hull and Hazzard Emitters? Those two abilities alone will be a great benefit for this battle. Polarize Hull to negate the tractor beams and the Emitters to remove the plasma burn if you do get hit by their torpedoes.
Join Date: Tuesday, February 2, 2010
First of all, don't mix beams & cannons, especially not on a ship that has barely any tactical boff slots. Conflicting firing arcs, no common boff powers, lackluster turn rate for cannons, etc. A great set up (efficient & cheap) for lower story stuff would be 3 beams and a photon/quantum torp per side. With that you can braodside and throw in a torp every now and then.
Speaking of braodsiding, let's talk tactics. The easy way to kill a D'D is staying at one of it's sides. They turn terribly and can't hit you with their HY torp salvos if you aren't directly in front or behind them and their tractor beams also have an easy counter, Polarize Hull which gives complete immunity to that stuff and can be slotted in your ensign sci slot.
Aside from that keep using "emergency power to weapons (2 or 3)" and "fire at will" together and the D'D will be gone before you know it.
It is ok to have a torpedo or two as well. For a cruiser I would recommend one torp front and one torp aft if you want a balanced set up. As a veteran casual Cruiser Captain, I'm familiar with setting up decent cruisers.
D'Deridex warbirds can be nasty with their habit of grabbing you and dropping 3 Heavy Plasmas. As mentioned above, Polarize Hull will help break you free, and staying beyond 5km will prevent the D'D from even being able to grab you.
So what I'll need to do is give my ship a full set of phaser strips, (ones I can afford), at the moment it has two sets of mk9 or 10 I believe along the forward section, with one to cover the aft as well as some mk8 torpedo launchers for good measure. and theres a cannon thrown in there to but that can go as well as the mine launcher. Just need to work out how to use these training manuals I've collected to train my bridge officers to improve the ship overall.
PC: You choose which Bridge officer you want to improve, go to the Skills tab and any ability you have a training manual will show up as trainable.
Console: It is a little bit more hidden. You have to go to the Bridge officer stations were you seated your officers on the ship (or Away Team if you are changing ground abilities). Select one of their abilities and a long drop menu should appear for that rank. Most will be grayed out but any abilities you have a manual for will be highlighted green.
"Here's TEN HEAVY DAMAGE TORPEDOES! Hope you survive!"
I seriously counted them one time. It was ten. The horror lives on...
If there are posts here that do not appeal to you, or opinions you disagree with, the best way to deal with that is to resist the urge to add comments. Instead, engage with the content you like! Don't feed the trolls!
Ive managed 12 once with my hyper torpedo launcher
FTFY
My character Tsin'xing
My character Tsin'xing
I'll just target anything with Medic in the name first. In the real world, this would get me called to the Hague for a war crimes trial.
My character Tsin'xing
Gonna need to run that by me one more time, I'm playing on console. Not exactly following what you're saying.
My character Tsin'xing
Gonna have to run that by me again, can't seem to find the option that allows me to use the training manuals.
For example, "Polarize Hull I" will be listed in the first rank slot (Ensign rank for Feds) for a Science officer. You might have to look around a bit until you get used to which skills will be in which slot. When you get to the right place it should say something like "Training Manual Available" right below the name of the skill.
Good luck with that D'deridex, that thing tore me apart too before I hunted down some online help. "Polarize Hull" and "Hazard Team" set to automatic did the trick for me.
Use the d'deridex with the assimilated set the assimilaed tractor plus hyper torps is vicious especially as an alpha strike out of cloak.
Normally true however if someone is packing nukara web mines and the breen trans cluster torp staying behind it is not smart, best way to fight a d'deridex is using speed and agility because they are slow but powerfull, and make sure you got a way to keep it decloaked because in the hands of a competent captain they will use the battle cloak as part of the weaponry because of the damage buff after decloaking.
We're talking about the NPC ship. Not a player.
in my defense i have the flu so my reading capacity is ascewed